Game Development Community

Fire it up

by Sabrecyd · in Torque Game Engine · 06/06/2002 (9:37 am) · 4 replies

Anyone know how to go about attaching an emitter node to a player or object caused by a collision? Hmm..maybe that's all wrong, I'm trying to think of the best way of causing something to catch on fire from an explosion, flamethrower or something similar.

A repeat damage action with this would be good too. I've figured out a way to do repeat damage using a scheduled timer function in the player.cs file, but if the player dies during the called repeating damage function it won't register the "frag" correctly. Get the "nailed by !" message. Maybe the player should be put into a "on fire mode" rather then using a scheduled timer?

Anyway, any help or suggestions would be appreciated. I can also post more detail if needed.

Thanks,
-Sabrecyd

#1
06/06/2002 (9:41 am)
maybe use a trigger, when particle (from gun) collides with trigger, have it create a new particle emmiter to make it look like it caught fire.
#2
06/06/2002 (9:59 am)
Thanks,
Triggers are something I need to look into. Is there much around on how these work? I found a few threads and the vehicle station GUI-trigger resource. Bruce Wallace also posted a racing track trigger file.
#3
06/06/2002 (10:27 am)
start with the vehicle station one (that is what I did) and hopefully soon you will see my CTF trigger tut. If it dosn't make a resource I'll post on the forum.
#4
06/06/2002 (10:34 am)
Sounds good. I did notice your name appear on a few trigger threads :)

I'll start looking at the vehicle station resource, not at work though - of course ;)

Yeah, if you can't submit your CTF stuff, I'd still like to see it.

Thanks again.